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报告翻译问题






Playing skyre and for some reason the garrison for the city is clanrats and skavenslaves, unsure if the unit card is bugged or not.
(I put economy and military estructures)
BUT...
This mod doesn't include neither takes into consideration any unit introduced by SFO (or any other mod). So those units won't be included in garrison, or at least not with the priority changes introduced by this mod.
SO.. no, I wouldn't use this mod with SFO as it's designed for vanilla ONLY.
BUT not perfect in terms of which units to spawn. Tested using Empire and the captains got replaced >,<
I think the AI is affected by this mod. Wonder how jacked their bases are when fully upgraded.
It's still update for Thorek campaing?
Thx
Is there any way to raise the 20 unit cap, just for the capitals?
@skoobeldoobel My own playtesting disagrees with this. Any further addition to garrisons would mean that I do not actually have to defend my cities or do not need to worry about making sure I build buildings with good garrison units for frontier cities.
However, the gates for major cities are giving all of 3 units for the dwarfs... even fully upgraded? Fully upgraded I get an ironbreaker and 2 quarrellers? This should be upped to 4-5 units IMHO. The ironbreaker is nice but you can't defend a city with so few units.
It is hard to guard the walls of a city properly even when you have 20 units. Since you decreased the number of units in both the settlement at all levels and with gates it is almost impossible to get a full garrison with 8 slot cities.
I played for 100 turns with the mod and it is not for me. You could have just added units with the buildings like you did, ignored gates and settlements, and it would have been great. I was hoping to strengthen garrisons more.
@Deviant I agree that those are mostly logical. I am curious about the Norscan Shaman-Sorcerer though. Do you just find the melee hero to always be more useful than a wizard? I have not disliked having a wizard hero/general.
1) Please add a "black orc" to the capital of Grimgor, and remove the goblin boss (at least on level 3+). I think it's pretty logical.
2) Replace the Norscan mage hero with a fimir or werewolf hero.
3) Just in case, let me remind you in the next update they add two melee heroes for the skaven ...
For example, the T4 garrison for the Black Pyramid of Nagash gives only 1 Tomb Guard, 1 Ushtabi, and 1 Skeleton Archer.
That is hardly "elite" as the mod description implies.
A lot of supposedly super strong locations can now be easily taken over by normal AI without even needing 20-stacks.